1/3/2024 Admin

Godot and Microsoft Blazor


Blazor is a web framework that allows developers to build interactive web applications using C# and HTML. It provides a server-side hosting model where Blazor is executed on the server from within an ASP.NET Core app. This hosting model allows Blazor to handle user management and securely communicate with external resources like large language model APIs.

Godot is a free and open-source game engine that allows developers to create 2D and 3D games with various languages and features. It is designed to support all sorts of projects and can be used to create games or applications that can be released on desktop or mobile, as well as on the web.

In this blog post, we will cover the following topics:

  • Hosting a Godot application in Blazor and dynamically loading the required JavaScript files.
  • We will also discuss how to communicate with Blazor from Godot using JavaScript and securely call Blazor from Godot 
  • Finally, we will also discuss how to communicate with Blazor from Godot using web services and receive and display a JSON response.


Live Demonstration


You can access the live demonstration at this link: https://blazorgodot.azurewebsites.net/

Note: It only works in Chromium web browsers (Google Chrome/Microsoft Edge). It doesn’t work on Safari or Firefox.


The Source Code



How It Works


  1. Export your Godot app as HTML5
  2. Place the exported files in the Blazor app
  3. Dynamically load the required JavaScript files



  • To create HTML5 output in Godot 4.2, you need to use the non-.NET version of Godot
  • You must add custom MIME mapping to serve the Godot .pck files in the program.cs file of the Blazor application
  • The Godot HTML5 app requires support for SharedArrayBuffer. To do this you must set Response.Headers using coi-serviceworker.js 
  • When you deploy your Blazor site to Azure, the calls made using the Godot HTTPRequest node will fail with a "core/io/stream_peer_gzip.cpp:117" error. It seems that the problem was caused by the “Accept Gzip” option being enabled on your HTTPRequest node. Unchecking the box should fix the issue.


The Samples

We will now cover the three samples…


Loading a Godot App in Blazor – Export Godot app as a HTML 5 App


First we load the Dodge The Creeps Game Godot App.


Image 001

We select Export.


Image 002

We select Add then the Web template.


Image 003

If the Export templates have not been downloaded, we click the button to download them now. 


Image 004

We then click the Download and Install button.


Image 005

When the Export templates have been downloaded we click the Close button.


Image 006

We can now select Export again.


Image 007

We can now set an Export Path where we want the HTML 5 to be exported to and click the Export Project button.


Image 008

Give the HTML file a name and click the Save button.


Loading a Godot App in Blazor –  The Blazor App



The source code for the Blazor application is located in GitHub at:



To handle serving the Godot .pck  files we must add custom MIME mapping in the program.cs file of the Blazor application using the following code:


    var provider = new FileExtensionContentTypeProvider();
    // Add new mappings
    provider.Mappings[".pck"] = "application/octet-stream";
    app.UseStaticFiles(new StaticFileOptions
        ContentTypeProvider = provider


Also, the Godot HTML5 app requires support for SharedArrayBuffer. To do this we must set Response.Headers using: https://github.com/gzuidhof/coi-serviceworker


Add the JavaScript file to the root of the wwwroot directory.

Add the following script reference to the App.razor page:


    <script src="coi-serviceworker.js"></script>


All the HTML 5 files exported earlier have been placed in a folder called DodgeTheCreeps under the wwwroot folder.

The  root HTML web page of the Blazor application is the App.razor page. 

This page contains the CSS styles required by the Godot apps and the following JavaScript to load the Godot app:


        window.GodotApp = {
            showApp: function (canvasElement, godotApplicationName, godotArgs) {
                const GODOT_CONFIG = {
                    "args": godotArgs,
                    "canvasResizePolicy": 1,
                    "executable": godotApplicationName,
                    "experimentalVK": false,
                    "focusCanvas": true,
                    "gdextensionLibs": []
                const engine = new Engine(GODOT_CONFIG);
                const INDETERMINATE_STATUS_STEP_MS = 100;
                const statusProgress = document.getElementById('status-progress');
                const statusProgressInner = document.getElementById('status-progress-inner');
                const statusIndeterminate = document.getElementById('status-indeterminate');
                const statusNotice = document.getElementById('status-notice');
                let initializing = true;
                let statusMode = 'hidden';
                let animationCallbacks = [];
                function animate(time) {
                    animationCallbacks.forEach((callback) => callback(time));
                function animateStatusIndeterminate(ms) {
                    const i = Math.floor((ms / INDETERMINATE_STATUS_STEP_MS) % 8);
                    if (statusIndeterminate.children[i].style.borderTopColor === '') {
                        Array.prototype.slice.call(statusIndeterminate.children).forEach((child) => {
                            child.style.borderTopColor = '';
                        statusIndeterminate.children[i].style.borderTopColor = '#dfdfdf';
                function setStatusMode(mode) {
                    if (statusMode === mode || !initializing) {
                    [statusProgress, statusIndeterminate, statusNotice].forEach((elem) => {
                        elem.style.display = 'none';
                    animationCallbacks = animationCallbacks.filter(function (value) {
                        return (value !== animateStatusIndeterminate);
                    switch (mode) {
                        case 'progress':
                            statusProgress.style.display = 'block';
                        case 'indeterminate':
                            statusProgress.style.display = 'block';
                            statusIndeterminate.style.display = 'block';
                        case 'notice':
                            statusNotice.style.display = 'block';
                        case 'hidden':
                            throw new Error('Invalid status mode');
                    statusMode = mode;
                function setStatusNotice(text) {
                    while (statusNotice.lastChild) {
                    const lines = text.split('\n');
                    lines.forEach((line) => {
                function displayFailureNotice(err) {
                    const msg = err.message || err;
                    initializing = false;
                const missing = Engine.getMissingFeatures();
                if (missing.length !== 0) {
                    const missingMsg = 'Error\nThe following features required to run Godot projects on the Web are missing:\n';
                    displayFailureNotice(missingMsg + missing.join('\n'));
                } else {
                        'canvas': canvasElement,
                        'onProgress': function (current, total) {
                            var progress = (current / 99999999);
                            if (progress > 0.99999999) {
                                progress = 0.99999999;
                            statusProgressInner.style.width = `${(current / 99999999) * 100}%`;
                            // wait for progress bar animation
                            setTimeout(() => {
                            }, 500);
                    }).then(() => {
                        initializing = false;
                    }, displayFailureNotice);


The Dodge The Creeps Godot app is loaded on the Home.razor page.

It uses the following HTML to display a canvas element and a Load App button to load the app:


@page "/"
@rendermode InteractiveServer
@inject IJSRuntime JSRuntime
<h4>Dodge The Creeps</h4>
<button class="btn btn-primary" hidden=@LoadButtonVisible @onclick="LoadApp">Load App</button>
<canvas @ref="@GodotCanvas" id="canvas-element" style="width:100%;height:600px;max-width: 2000px">
    <p>HTML5 canvas appears to be unsupported in the current browser.</p>
    <p>Please try updating or use a different browser.</p>
<div id="status">
    <div id="status-progress" style="display: none;" oncontextmenu="event.preventDefault();">
        <div id="status-progress-inner"></div>
    <div id="status-indeterminate" style="display: none;" oncontextmenu="event.preventDefault();">
    <div id="status-notice" class="godot" style="display: none;"></div>


The following C# code dynamically loads the required JavaScript files:


@code {
    private ElementReference GodotCanvas;
    bool LoadButtonVisible = false;
    string GodotApplicationName = "DodgeTheCreeps/DodgeTheCreeps";
    string GodotArgs = "[]";
    // method to run on load of page
    protected override async Task OnAfterRenderAsync(bool firstRender)
        if (firstRender)
            await LoadScript(GodotApplicationName + ".js");
    async Task LoadScript(string paramGodotApplicationScript)
        var script = await JSRuntime.InvokeAsync<IJSObjectReference>("eval", "document.createElement('script')");
        await script.InvokeVoidAsync("setAttribute", "src", paramGodotApplicationScript);
        await script.InvokeVoidAsync("setAttribute", "type", "text/javascript");
        await script.InvokeVoidAsync("setAttribute", "async", "");
        await script.InvokeVoidAsync("setAttribute", "defer", "");
        await JSRuntime.InvokeVoidAsync("document.body.appendChild", script);


The following C# code responds to the user clicking the Load App button:


    private async Task LoadApp()
        LoadButtonVisible = true;
        await Interop.CreateGodotApp(


This calls the following code that calls the JavaScript on the App.razor page:


using Microsoft.AspNetCore.Components;
using Microsoft.JSInterop;
using System.Threading.Tasks;
namespace BlazorGodot
    public static class Interop
        internal static ValueTask<object> CreateGodotApp(
            IJSRuntime jsRuntime,
            ElementReference GodotCanvas,
            string GodotApplicationName,
            string GodotArgs)
            return jsRuntime.InvokeAsync<object>(



When we run the Blazor application, we can click the Load App button…



The app will load.



We can then click Start to play the game.

Note: It requires a keyboard to play. Use the W A S and D keys.


Godot and JavaScript


The next sample demonstrates how Godot can call a custom Blazor JavaScript method that passes a value to server side Blazor code.



There is only a single Godot scene that has a TextBox and a Button.

When the button is pressed, this GDScript method calls the receiveCalFromGodot Blazor JavaScript method, passing the contents of the TextBox:


func _on_call_blazor_button_pressed():
	# Get the GodotTextBox node
	var godotTextBox = $GodotTextBox
	# Call JavaScript
	JavaScriptBridge.eval("receiveCallFromGodot('" + godotTextBox.text + "');")	



In Blazor, the receiveCalFromGodot Blazor JavaScript method is contained on the App.razor page:


        window.receiveCallFromGodot = async (godotMessage) => {            
            DotNet.invokeMethodAsync('BlazorGodot', 'ReceiveCallFromGodot', godotMessage)
            .then((result) => {
            .catch((error) => {
                console.log("Error: ", error);


This method calls the following server side C# Blazor method (contained on the \Components\Pages\CallJavaScript.razor page):


    public static Task ReceiveCallFromGodot(string godotMessage)
        string response = $"Response from Server Side Blazor: You sent {godotMessage} ({godotMessage.Length} characters).";
        return Task.FromResult(response);




The receiveCalFromGodot Then displays the result in a JavaScript popup.


Godot and Web Services


The final sample demonstrates how Godot can call a Blazor Web Service method. The Godot code receives a Username and a HTTPToken as starting parameters from the Blazor application, and then passes these values to the Blazor web service method, and receives a response.

The Username and a HTTPToken, in a real application can be used by the Blazor application to validate the call to its web service.

The following GDScript method receives the parameters passed to it on startup:


func _ready():
	#Get controls
	var ParametersLabelControl = $ParametersLabel
	var WebApplicationURLControl = $WebApplicationURLLabel
	var UserNameLabelControl = $UserNameLabel
	var HTTPTokenLabelControl = $HTTPTokenLabel
	# Define the variables
	var text_to_display = ""
	var WebApplicationURL = ""
	var paramUserName = ""
	var paramHTTPToken = ""
	var cmdline_args = OS.get_cmdline_args()
	#var FirstArguments = "--WebApplicationURL=https://blazorgodot.azurewebsites.net/,--UserName=TestUser,--HTTPToken=1234ABCD#"
	var FirstArguments = cmdline_args[0]
	var FirstArgumentsArray = FirstArguments.split(",")
	# Get all for text_to_display
	for arg in FirstArgumentsArray:
		text_to_display += arg + ", "
	# Remove the last comma and space if there are any arguments
	if FirstArgumentsArray.size() > 0:
		text_to_display = text_to_display.substr(0, text_to_display.length() - 2)
	# Set UserName and HTTPToken
	for i in range(FirstArgumentsArray.size()):
		if FirstArgumentsArray[i].begins_with("--WebApplicationURL"):
			var AllKeyParts = FirstArgumentsArray[i].split('=', true, 1)
			WebApplicationURL = AllKeyParts[1]
		if FirstArgumentsArray[i].begins_with("--UserName"):
			var AllKeyParts = FirstArgumentsArray[i].split('=', true, 1)
			paramUserName = AllKeyParts[1]
		if FirstArgumentsArray[i].begins_with("--HTTPToken"):
			var AllKeyParts = FirstArgumentsArray[i].split('=', true, 1)
			paramHTTPToken = AllKeyParts[1]
	ParametersLabelControl.text = "Parameters passed: " + text_to_display
	WebApplicationURLControl.text = WebApplicationURL
	UserNameLabelControl.text = paramUserName
	HTTPTokenLabelControl.text = paramHTTPToken


When the Call Blazor button is clicked the following code is used:


func _on_call_blazor_button_pressed():
	var http_request = $HTTPRequestNode
	var WebApplicationURLControl = $WebApplicationURLLabel
	var UserNameLabelControl = $UserNameLabel
	var HTTPTokenLabelControl = $HTTPTokenLabel
	# Connect the request_completed signal
	#http_request.connect("request_completed", Callable(self, "_on_request_completed"))	
	# Prepare data to send
	var user_name = UserNameLabelControl.text
	var http_token = HTTPTokenLabelControl.text
	# Send POST request 
	var url = WebApplicationURLControl.text + "ReceiveCallFromGodot/"
	var body_dict = {
		"userName": user_name,
		"hTTPToken": http_token
	var json = JSON.new()
	var body = json.stringify(body_dict)
	var headers = ["Content-Type: application/json"]
	var error = http_request.request(url, headers, HTTPClient.METHOD_POST, body)
	if error != OK:
		print("Error sending request: ", error)  # Print the specific error code



When the Blazor web service response comes back, the following code is used to process the response:


func _on_request_completed(result, response_code, headers, body):
	var BlazorResponseLabelControl = $BlazorResponseLabel	
	# Check the response code
	if response_code == 200:
		var body_string = body.get_string_from_utf8()
		print("Raw response body: ", body_string)
		BlazorResponseLabelControl.text = "Blazor Response: " + body_string
		var json = JSON.new()
		var parsed_data = JSON.parse_string(body_string)
		print("Parsed JSON data: ", parsed_data)
		# Accessing the message field in the JSON object
		if typeof(parsed_data) == TYPE_DICTIONARY and "message" in parsed_data:
			var message = parsed_data["message"]
			print("Message: ", message)			
			BlazorResponseLabelControl.text = "Blazor Response: " + message
			print("Unexpected JSON structure")





In the Blazor CallWebService.razor page the following highlighted code passes the parameters to the Godot app when it loads:


    string GodotApplicationName = "BlazorWebService/BlazorWebService";
    string GodotArgs = "";
    protected override void OnInitialized()
        // get the base url of the current page
        var baseURI = NavigationManager.BaseUri.Replace("https://", "").Replace("http://", "").Replace("/", "");
        GodotArgs = @$"--WebApplicationURL=https://{baseURI}/,--UserName=TestUser,--HTTPToken=1234ABCD#";
    private async Task LoadApp()
        LoadButtonVisible = true;
        await Interop.CreateGodotApp(


Deploying to Azure

Image 0002

When you deploy your Blazor application to Azure, the calls made using the Godot HTTPRequest node may fail with a "core/io/stream_peer_gzip.cpp:117" error. It seems that the problem is caused by the “Accept Gzip” option being enabled on your HTTPRequest node. Unchecking the box should fix the issue.




GoDot exporting for the web



The GoDot projects are available on the Downloads page on this site.

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